• Title/Summary/Keyword: Wireless Internet Platform

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Real-Time Soil Humidity Monitoring Based on Sensor Network Using IoT (IoT를 사용한 센서 네트워크 기반의 실시간 토양 습도 모니터링)

  • Kim, Kyeong Heon;Kim, Hee-Dong
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.35 no.5
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    • pp.459-465
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    • 2022
  • This paper reports a method to use a wireless sensor network deployed in the field to real-time monitor soil moisture, warning when the moisture level reaches a specific value, and wirelessly controlling an additional device (LED or water supply system, etc.). In addition, we report all processes related to wireless irrigation system, including field deployment of sensors, real-time monitoring using a smartphone, data calibration, and control of additional devices deployed in the field by smartphone. A commercially available open-source Internet of Things (IoT) platform, NodeMCU, was used, which was combined with a 9V battery, LED and soil humidity sensor to be integrated into a portable prototype. The IoT-based soil humidity sensor prototype deployed in the field was installed next to a tree for on-site demonstration for the measurement of soil humidity in real-time for about 30 hours, and the measured data was successfully transmitted to a smartphone via Wifi. The measurement data were automatically transmitted via e-mail in the form of a text file, stored on the web, followed by analyses and calibrations. The user can check the humidity of the soil real-time through a personal smartphone. When the humidity of a soil reached a specific value, an additional device, an LED device, placed in the field was successfully controlled through the smartphone. This LED can be easily replaced by other electronic devices such as water supplies, which can also be controlled by smartphones. These results show that farmers can not only monitor the condition of the field real-time through a sensor monitoring system manufactured simply at a low cost but also control additional devices such as irrigation facilities from a distance, thereby reducing unnecessary energy consumption and helping improve agricultural productivity.

Distributed Dynamic Lighting Energy Management System based on Zigbee Mesh Network (지그비 메쉬망 기반 분산형 동적 에너지 관리 시스템)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.85-91
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    • 2014
  • Nowadays, Dynamic lighting control and management skills are studied and used. If the system which is to manage multiple intelligent spot applied ubiquitous service technology is built with decision making and used in the complex intelligent space like a apartment then will improve energy efficiency and provide comfortability in optimal conditions. To solve this problem distributed autonomous control middleware and energy management system which process data gathering by zigbee mesh network and search proper services to save energy by the existing state of things is necessary. In paper we designed DDLEMS (Distributed Dynamic Lighting Energy Management System) that is to service duplex communication embedded by software based home server platform to provide mobile services in the smart place and support decision making about energy saving to the best use of wireless censor node and controled network, energy display devices.

Secure and Efficient Cooperative Spectrum Sensing Against Byzantine Attack for Interweave Cognitive Radio System

  • Wu, Jun;Chen, Ze;Bao, Jianrong;Gan, Jipeng;Chen, Zehao;Zhang, Jia
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.11
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    • pp.3738-3760
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    • 2022
  • Due to increasing spectrum demand for new wireless devices applications, cooperative spectrum sensing (CSS) paradigm is the most promising solution to alleviate the spectrum shortage problem. However, in the interweave cognitive radio (CR) system, the inherent nature of CSS opens a hole to Byzantine attack, thereby resulting in a significant drop of the CSS security and efficiency. In view of this, a weighted differential sequential single symbol (WD3S) algorithm based on MATLAB platform is developed to accurately identify malicious users (MUs) and benefit useful sensing information from their malicious reports in this paper. In order to achieve this, a dynamic Byzantine attack model is proposed to describe malicious behaviors for MUs in an interweave CR system. On the basis of this, a method of data transmission consistency verification is formulated to evaluate the global decision's correctness and update the trust value (TrV) of secondary users (SUs), thereby accurately identifying MUs. Then, we innovatively reuse malicious sensing information from MUs by the weight allocation scheme. In addition, considering a high spectrum usage of primary network, a sequential and differential reporting way based on a single symbol is also proposed in the process of the sensing information submission. Finally, under various Byzantine attack types, we provide in-depth simulations to demonstrate the efficiency and security of the proposed WD3S.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Techniques for Acquisition of Moving Object Location in LBS (위치기반 서비스(LBS)를 위한 이동체 위치획득 기법)

  • Min, Gyeong-Uk;Jo, Dae-Su
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.885-896
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    • 2003
  • The typws of service using location Information are being various and extending their domain as wireless internet tochnology is developing and its application par is widespread, so it is prospected that LBS(Location-Based Services) will be killer application in wireless internet services. This location information is basic and high value-added information, and this information services make prior GIS(Geographic Information System) to be useful to anybody. The acquisition of this location information from moving object is very important part in LBS. Also the interfacing of acquisition of moving object between MODB and telecommunication network is being very important function in LBS. After this, when LBS are familiar to everybody, we can predict that LBS system load is so heavy for the acquisition of so many subscribers and vehicles. That is to say, LBS platform performance is fallen off because of overhead increment of acquiring moving object between MODB and wireless telecommunication network. So, to make stable of LBS platform, in this MODB system, acquisition of moving object location par as reducing the number of acquisition of unneccessary moving object location. We study problems in acquiring a huge number of moving objects location and design some acquisition model using past moving patternof each object to reduce telecommunication overhead. And after implementation these models, we estimate performance of each model.

A Study on an WiBro and WiFi Interworking Architecture design and performance analysis for Service Continuity (서비스 연속성 지원을 위한 WiBro-WiFi 상호연동 아키텍쳐 설계 및 성능 분석에 관한 연구)

  • Mok, Kyungyul;Lee, Gowoon;Joh, Hangki;Ryoo, Intae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.471-479
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    • 2013
  • WiBro technology provide mobile devices with a transmission speed of more than 1 Mbps even under the condition of high mobility (120 km/h). In a building, however, there is more demand for high bandwidth for various activities, and WiBro services may not be available. In order to guaranteeing a seamless service continuity and high transmission capability for mobile users within a specific establishment that has deployed WiBro network, we should secure an internetworking platform for WiBro and WiFi networks. This paper introduces WiMax forum and 3GPP standards, proposes WiBro-WiFi Interworking (WWI) architecture, its implementation details, and finally verifies validity of the proposal by using OPNet simulations.

Throughput and Delay of Single-Hop and Two-Hop Aeronautical Communication Networks

  • Wang, Yufeng;Erturk, Mustafa Cenk;Liu, Jinxing;Ra, In-ho;Sankar, Ravi;Morgera, Salvatore
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.58-66
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    • 2015
  • Aeronautical communication networks (ACN) is an emerging concept in which aeronautical stations (AS) are considered as a part of multi-tier network for the future wireless communication system. An AS could be a commercial plane, helicopter, or any other low orbit station, i.e., Unmanned air vehicle, high altitude platform. The goal of ACN is to provide high throughput and cost effective communication network for aeronautical applications (i.e., Air traffic control (ATC), air traffic management (ATM) communications, and commercial in-flight Internet activities), and terrestrial networks by using aeronautical platforms as a backbone. In this paper, we investigate the issues about connectivity, throughput, and delay in ACN. First, topology of ACN is presented as a simple mobile ad hoc network and connectivity analysis is provided. Then, by using information obtained from connectivity analysis, we investigate two communication models, i.e., single-hop and two-hop, in which each source AS is communicating with its destination AS with or without the help of intermediate relay AS, respectively. In our throughput analysis, we use the method of finding the maximum number of concurrent successful transmissions to derive ACN throughput upper bounds for the two communication models. We conclude that the two-hop model achieves greater throughput scaling than the single-hop model for ACN and multi-hop models cannot achieve better throughput scaling than two-hop model. Furthermore, since delay issue is more salient in two-hop communication, we characterize the delay performance and derive the closed-form average end-to-end delay for the two-hop model. Finally, computer simulations are performed and it is shown that ACN is robust in terms of throughput and delay performances.

Mobile Contents Adaptation Network using Active Network Mechanisms (액티브 네트워크 메커니즘을 이용한 이동 컨텐츠 적응형 네트워크)

  • 김기조;이준호;임경식;오승희;남택용;손승원
    • Journal of KIISE:Information Networking
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    • v.31 no.4
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    • pp.384-392
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    • 2004
  • Mobile contents service providers have some difficulties to timely and proper service deployment due to rapid development cycle of diverse portable devices with different capabilities. A way to resolve the problem is to introduce a mobile contents service paltform that can adapt original mobile contents to diverse devices dynamically and automatically. In this paper, we propose a mobile contents service platform based on active network mechanisms, called Mobile Content Adaptation Network(MobiCAN). The MobiCAN node provides effective service deployment, execution, and maintenance features and accommodates service layering and service customization capabilities for easy deployment. The basic functional units of the MobiCAN node are micro services with well-defined service interfaces and service layering features. For reliable services among the MobiCAN nodes, we design new distributed and robust Overlay Management Protocols(OMPs). As an example of practical MobiCAN applications, we finally describe Dynamic Contents Customization Proxy(DCCP) service.

The Comparative Study on Performance Analysis of Windows 7 and Ubuntu Applying Open Source IDS/IPS Suricata (오픈소스 IDS/IPS Suricata를 적용한 Windows7과 Ubuntu 성능 비교 분석)

  • Seok, Jinug;Kim, Jimyung;Choi, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.141-151
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    • 2017
  • Nowadays, It is undeniable that the threat of network security is growing as time flows due to worldwide development of wire/wireless, various Internet platform and sophisticated hacking techniques. The amount of traffics that Network security solution has to handle is increasing and recently many occurrence of explosive traffic attacks from PulseWave are being observed which has many similar characteristics to New DDos. Medium and small sized firms abroad have developed and distributed Snort and Suricata that are based on open-source Intrusion Detection System(IDS) / Intrusion Prevention System (IPS). The goal of this study is to compare between Windows7 by applying suicata 4.0.0 32bit version and Ubuntu 16.04.3 LTS by applying suicata 4.0.0 version which is an open source Intrusion Detection System / Intrusion Protection System that uses multi threads method. This experiment's environment was set as followed C1100 server model of Dell, Intel Xeon CPU L5520 2.27GHz*2 with 8 cores and 16 threads, 72GB of RAM, Samsung SSD 250GB*4 of HDD which was set on RAID0. According to the result, Suricata in Ubuntu is superior to Suricata in Windows7 in performance and this result indicates that Ubuntu's performance is far advanced than Windows7. This meaningful result is derived because Ubuntu that applied Suricata used multi core CPU and RAM more effectively.

Implementation of Mobile P2P System Based on JXTA (JXTA 기반의 모바일 P2P 시스템 구축)

  • Kim Hyeong-Gyun;Choi Kwang-Mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.7
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    • pp.1407-1411
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    • 2005
  • Tn these server oriented network forms, users allowed to approach the a certain server only in slave and passive way, and are limited in sharing informations, and internet choose from a method of traditional centralized web server until now, so we pay a lot of money and have a problem of maintenance management. The P2P is the new solution of these limitations, but there is no verification about the possibility and validity of p2p as the business model. This parer offering to some solution for those problems using the JXTA technique and P2P compution. We will apply the JXTA platform that wireless environment as mobile environment. The JXTA technique can be interoperability between third-party. This paper is implementation of P2P communication system on mobile environment. It's implementation used by JXTA technique, J2ME and XML.